Search found 177 matches

Go to advanced search

by siyoa
Mon Apr 16, 2018 3:05 am
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 14565

Re: various improvements for ease of empire management

ok, so here it is ... I want to clean it up (i.e. it may not work from Mod folder at the moment) at some point and maybe completely switch to SCOPE_call instead the way how it is done now ... fixed un-harmonized Tinkers also some scaling should be better now, it needs to be done per icon for instanc...
by siyoa
Sun Apr 15, 2018 2:29 am
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 14565

Re: various improvements for ease of empire management

small_shadowed_word_drawer(format("%d",2))(x,y) thanks Sven, will look into that ... at some point ... I just need a bit of time off, just finished big control related project (lots and lots of time spent in various control algorithms and PLCs) and I don't feel like looking into any code ...
by siyoa
Fri Apr 06, 2018 12:25 am
Forum: Modding
Topic: Shield Regeneration Rate Mod
Replies: 18
Views: 7372

Re: Shield Regeration Rate Mod

If everything were linear we wouldn't need to worry about these second-order effects from stacking stuff. But the impact of regen isn't linear, so I still think it's the regen. regen is not linear in absolute values, it is in relative values, i.e. percentage ... I guess we have different opinion on...
by siyoa
Thu Apr 05, 2018 6:48 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 49905

Re: Tactical Combat AI Mod

The next thing I want to look at is making the AI possibly not retreat transports in combat if it is likely to win. It's pretty silly when a massive invasion fleet arrives at a planet, but because there's a few defenders all the transports leave and then have to be sent back. this leads into follow...
by siyoa
Thu Apr 05, 2018 6:43 pm
Forum: Modding
Topic: Shield Regeneration Rate Mod
Replies: 18
Views: 7372

Re: Shield Regeration Rate Mod

I think the problem with shields occupying system slot is that it is incredibly hard to balance ... for big ships you needs to have multiple system slots, so the ship really feels like big ship that can do multiple roles ... but the moment you decide to overload the ship with as many shields as poss...
by siyoa
Thu Apr 05, 2018 6:25 am
Forum: Modding
Topic: dedicated shield hardpoint
Replies: 3
Views: 6027

dedicated shield hardpoint

if anyone wants to play around with it, shields can only go to dedicated new hardpoint, it is not fully tested, please report any issues ... also, it may not work from Mods folder, you may need to replace files in Lua state add ShieldSlot, for ships in Drawers\Ships in the section where other slots/...
by siyoa
Thu Apr 05, 2018 2:46 am
Forum: Modding
Topic: Shield Regeneration Rate Mod
Replies: 18
Views: 7372

Re: Shield Regeration Rate Mod

maybe all we need is a dedicated shield slot that accepts shield only and remove ability to put shields into system/station slots ... so you can have only one shield per ship I must say it was quite interesting to add new hardpoint type, it is spread over 4 files, if I captured everything ? well, fi...
by siyoa
Wed Apr 04, 2018 6:46 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1690
Views: 716767

Re: Report - Current Bugs and Issues

OK, just gonna report this here because I'm pretty sure it is a bug. When you research fusion warheads you gain access to fusion anti-missiles even if you haven't research the anti-missile tech. It doesn't make sense that you can now make fusion anti-missiles if you don't yet know how to make regul...
by siyoa
Wed Apr 04, 2018 5:32 pm
Forum: General Forum
Topic: Suggestion: Nuclear-Pumped Laser Warheads
Replies: 6
Views: 2434

Re: Suggestion: Nuclear-Pumped Laser Warheads

harpy eagle wrote:Huh, didn't know about that, interesting. Do you think there is still a place in the game for this as a researchable tech as described above?

definitely :D
by siyoa
Wed Apr 04, 2018 5:30 pm
Forum: General Forum
Topic: Suggestion: Nuclear-Pumped Laser Warheads
Replies: 6
Views: 2434

Re: Suggestion: Nuclear-Pumped Laser Warheads

it is this tech, obtainable from harpies or herald ... easy to mod to fit your needs this tech unlocks the weapon I quoted in previous post tech 'Plasma Torpedoes' { cost = mid(.4), locked=true, herald_codex=true, prereq = all_of( 'Fusion', 'Heavy Missiles'), unlocks_parts = 'Plasma Torpedo', shorte...
by siyoa
Wed Apr 04, 2018 5:25 pm
Forum: General Forum
Topic: Suggestion: Nuclear-Pumped Laser Warheads
Replies: 6
Views: 2434

Re: Suggestion: Nuclear-Pumped Laser Warheads

bomb_pumped_range=12, is maybe what you are looking for define_weapon "Plasma Torpedo" { launch_sound = "ANTI_MATTER_MISSILE_LAUNCH", motion_sound = "ANTI_MATTER_MISSILE_ENGINE_LOOP", tier=2.2, type= "torpedo", drawer_type = 'plasma_torpedo', desc = new_desc_...
by siyoa
Wed Apr 04, 2018 5:24 pm
Forum: General Forum
Topic: Suggestion: Nuclear-Pumped Laser Warheads
Replies: 6
Views: 2434

Re: Suggestion: Nuclear-Pumped Laser Warheads

isn't that what plasma torpedoes you can get from defeating certain harpy units (or purchase from herald) do ? if you never used them, just try them ... because for long time I didn't use them due to fact that every time I got them it seemed I have superior torpedoes already, then one time I just pu...
by siyoa
Wed Apr 04, 2018 4:59 am
Forum: Modding
Topic: Determine the distance a ship can move in 1 turn
Replies: 19
Views: 6839

Re: Determine the distance a ship can move in 1 turn

sven wrote:I'll add "inertial nullifier" to my TODO list ;)

:D
by siyoa
Wed Apr 04, 2018 12:01 am
Forum: Modding
Topic: Determine the distance a ship can move in 1 turn
Replies: 19
Views: 6839

Re: Determine the distance a ship can move in 1 turn

Thus, they involve a lot more C++ than they probably need to. Turn_mult does vary for each ship, but not in an overly complex way. ship.s>4 --> turn_mult=(25/4), ship.s==4 --> turn_mult=0.7*(25/4), and ship.s<4--> turn_mult = (25/4)/3. so if this gets exposed to lua eventually, we can code in techn...
by siyoa
Tue Apr 03, 2018 4:53 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 14565

Re: various improvements for ease of empire management

sven ? arioch ?

Go to advanced search